Facebook And Universal Integrate AR Into Jurassic World: Fallen Kingdom Movie Discs

Facebook And Universal Integrate AR Into Jurassic World: Fallen Kingdom Movie Discs

Facebook and Universal Pictures Home Entertainment have partnered to integrate an augmented reality experience into retail promotions for the movie disc launch of Jurassic World: Fallen Kingdom.

The hit summer movie is coming out on DVD, Blu-ray, and 4K Ultra HD services soon, so the two companies are creating shareable dinosaurs in augmented reality for the in-store and in-home materials for the movie.

The AR experiences featuring different dinosaurs from the film will debut on September 18, timed to the film’s North American home entertainment launch before rolling out around the world.

The largest retail effort of its kind for both partners, this is also the first integrated AR experience across the Facebook family of apps — specifically Facebook and Messenger.

“Just as Jurassic World: Fallen Kingdom expertly transports viewers into an immersive world of discovery and wonder, the new AR offerings in-store and in-home serve to effectively extend that excitement and innovation to our global home entertainment release,” said Hilary Hoffman, an executive vice president at Universal. “We are thrilled to have a world-class partner in Facebook to help power these engaging AR experiences and are sure they will captivate and delight Jurassic fans of all ages.”

On the day of the release, participating retailers across 18 countries will showcase, for a limited time, the film’s in-store displays that will include instructions on how to trigger an AR experience that bring the displays to life. Shoppers scan a special QR code to launch the shareable AR effect that places the ferocious Indoraptor directly in their path, providing them with an up-close encounter with one of the newest dinosaurs from the Jurassic franchise.

In the U.S. alone, this experience spans more than 17,000 stores across multiple national retail and grocery chains.

The in-home experience can be activated off of a collectible insert within the product packaging using the Messenger camera. The experience unveils an interactive, baby version of the film’s Velociraptor hero, Blue. The animated Baby Blue can be placed in any environment, and images and video of her behaving curiously, playfully, and aggressively can be captured and shared with friends.

Both the in-store and in-home experiences are compatible with iOS and Android devices. Users should utilize the latest version of the Facebook and Messenger apps.

Jurassic World: Fallen Kingdom has generated nearly $1.3 billion at the worldwide box office to date.

This post by Dean Takahashi originally appeared on VentureBeat.

Tagged with:

The post Facebook And Universal Integrate AR Into Jurassic World: Fallen Kingdom Movie Discs appeared first on UploadVR.

New ‘Jurassic World’ VR Game to Debut at Dave & Buster’s Across North America Next Week

Universal and The Virtual Reality Company (VRC) today announced Jurassic World VR Expedition, an out-of-home VR rescue adventure that puts you in the dense, dino-filled jungles familiar to the film franchise, is debuting on June 14th at more than 100 Dave & Buster’s entertainment centers.

The adventure supports up to four people at a time, and uses HTC Vive headsets, and what the companies call a “state-of-the-art VR motion simulator.” The game, which is said to last five minutes, takes you to the abandoned site of Jurassic World for an expedition focused on rescuing the dinosaurs of Isla Nublar.

Image courtesy Universal, VRC

Jurassic World VR Expedition proceeds Universal’s upcoming franchise sequel, Jurassic World: Fallen Kingdom, which is coming to theaters June 22nd.

“What we have done for this project is groundbreaking,” says The Virtual Reality Company Co-founder and Chief Creative Officer Robert Stromberg, “It represents a remarkable departure from the traditional approach to combining VFX and gameplay in VR. To achieve the level of cinematic visual integrity we would like to see in VR, we integrated a variety of filmmaking techniques to help complement established entertainment software approaches.”

Image courtesy Universal, VRC

The VRC development team is made up of several Academy Award-winning and nominated animators, visual effects artists, and technicians. The game itself was written and directed by James Lima, a multi Emmy Award-nominated visual effects artist, and was executive produced by VRC co-founders Robert Stromberg, a two-time Academy Award winner, and entertainment executive Guy Primus.

Universal says in a press release that Jurassic World VR Expedition represents the company’s next step in a strategic expansion into gaming. Last year, Universal announced an expansion of its games team, which included greater investment in game development. Jurassic World VR Expedition represents the company’s first VR game, with more games set to launch “in 2018 and beyond.”

To try Jurassic World VR Expedition, you can find a Dave & Buster’s location in your area or through Vive’s Demo Locator. The game is first rolling out to Dave and Buster’s, but will also arrive “soon” to additional VR arcades and out-of-home gaming venues worldwide.

The post New ‘Jurassic World’ VR Game to Debut at Dave & Buster’s Across North America Next Week appeared first on Road to VR.

Jurassic World Alive Brings AR Dinosaurs To Life On Mobile, Now Available

If you have every hoped to experience the thrill of Jurassic Park in real life then you will be happy to know that the dream is now one step closer, thanks to the release of Jurassic Park Alive. The latest augmented reality (AR) location based videogame title to hit mobile devices.

Jurassic World Alive Logo

Players step into the role of a brand-new member of the Dinosaur Protection Group (DPG), with the mission of saving dinosaurs from a second extinction. The track might sound scary but it will be easier than you think thanks to the technology made available to members of the DPG. Players will need to explore their surroundings looking for these magnificent animals in order to then collect their DNA samples to protect the dinosaurs from being lost forever.

The title might seem similar in style to that of Pokémon GO but Jurassic World Alive offers players a different immersive experience with new gameplay systems to enjoy. For starters, players will not only discover dinosaurs as they travel around but will also be able to develop new ones altogether by combining the DNA of collected creatures to create the ultimate hybrid. Of course players will be able to then train and level up their dinosaurs to then take into player-versus-player battles to see who has the best fighter around.

Jurassic World Alive

Players will also need to make good use of their drone, which is used to collect the DNA samples, leveling it up to allow better DNA collection and longer battery life. Progression will be earned from completing tasks and finding supply drops which become available at random within the open world for players to collect.

Jurassic World Alive was developed by Ludia as part of a partnership with Universal with Alex Thabet, President and CEO of Ludia saying: “With Jurassic World Alive, our goal is for audiences to be fully immersed into a world with living dinosaurs in a way that’s never been possible until today. We’re giving them the opportunity to explore and connect with like-minded players while building and interacting with these powerful prehistoric species.”

Players who want to start hunting and collecting dinosaurs can do so now on iOS and Android devices with capable AR support. The title also includes a VIP membership for a monthly fee of $9.99 (USD) which is optional. VRFocus will be sure to bring you all the latest on the title in the future.

Jurassic World Alive Brings AR Dinosaurs To Life On Mobile, Now Available

If you have every hoped to experience the thrill of Jurassic Park in real life then you will be happy to know that the dream is now one step closer, thanks to the release of Jurassic Park Alive. The latest augmented reality (AR) location based videogame title to hit mobile devices.

Jurassic World Alive Logo

Players step into the role of a brand-new member of the Dinosaur Protection Group (DPG), with the mission of saving dinosaurs from a second extinction. The track might sound scary but it will be easier than you think thanks to the technology made available to members of the DPG. Players will need to explore their surroundings looking for these magnificent animals in order to then collect their DNA samples to protect the dinosaurs from being lost forever.

The title might seem similar in style to that of Pokémon GO but Jurassic World Alive offers players a different immersive experience with new gameplay systems to enjoy. For starters, players will not only discover dinosaurs as they travel around but will also be able to develop new ones altogether by combining the DNA of collected creatures to create the ultimate hybrid. Of course players will be able to then train and level up their dinosaurs to then take into player-versus-player battles to see who has the best fighter around.

Jurassic World Alive

Players will also need to make good use of their drone, which is used to collect the DNA samples, leveling it up to allow better DNA collection and longer battery life. Progression will be earned from completing tasks and finding supply drops which become available at random within the open world for players to collect.

Jurassic World Alive was developed by Ludia as part of a partnership with Universal with Alex Thabet, President and CEO of Ludia saying: “With Jurassic World Alive, our goal is for audiences to be fully immersed into a world with living dinosaurs in a way that’s never been possible until today. We’re giving them the opportunity to explore and connect with like-minded players while building and interacting with these powerful prehistoric species.”

Players who want to start hunting and collecting dinosaurs can do so now on iOS and Android devices with capable AR support. The title also includes a VIP membership for a monthly fee of $9.99 (USD) which is optional. VRFocus will be sure to bring you all the latest on the title in the future.

The Park Is Open, Everywhere, As Jurassic Park Does Pokémon GO

After the massive success of Pokemon Go, and the new capabilities offered by the ARKit and ARCore toolsets, a number of franchises are looking to augmented reality (AR) to bring a world to life. The latest is Jurassic World Alive, an AR mobile app that lets users collect dinosaurs.

Jurassic World Alive is the result of a partnership between franchise holders Universal and videogame developers Ludia, and is the third title to be produced by the partnership. The app will use location-based technology to let users find and collect dinosaurs.

Jurassic World Alive Logo

Users of the app will be able to explore their city or neighbourhood and find dinosaurs featured in the Jurassic World movie, as well as those from the upcoming Jurassic World: Fallen Kingdom film. Users will be able to collect dinosaurs, and create their own hybrid creatures in a lab, then pose and take AR pictures with their creatures and share them on social media.

Alex Thabet, President and CEO of Ludia, says: “With Jurassic World Alive, our goal is for audiences to be fully immersed into a world with living dinosaurs in a way that’s never been possible until today. We’re giving them the opportunity to explore and connect with like-minded players while building and interacting with these powerful prehistoric species.”

Jurassic World fans have long dreamed of seeing these majestic and sometimes frightening creatures in real life. With the location and AR technology available today, we can finally make that dream a reality,” said Chris Heatherly, Executive Vice President of Games and Digital Platforms, Universal Brand Development. “We are thrilled to once again work with Ludia and think this will be the biggest and most exciting game in the franchise yet!”

Jurassic World Alive will launch worldwide on 22nd June 2018 for Google Play Store and Apple App Store. Interested users can visit the official website to pre-register to receive a free in-game item upon launch. Further news on this and other upcoming new AR apps will be right here on VRFocus.

TPCAST To Expand Their Support With Universal Wireless VR Module For Windows Mixed Reality

It is proving to be a busy International Consumer Electronics Show (CES) 2018 for virtual reality (VR), particularly when it comes to wireless, standalone or ‘untethered’ VR. Yesterday there was numerous announcements relating to a wire-free future for VR, including the reveal by HTC Vive of the new HTC Vive Wireless Adapter, an official solution for HTC’s existing head mounted display (HMD). Ziaomi and Oculus revealed a Chinese doppelganger of the Facebook-owned company’s Oculus Go in the Mi VR Standalone headset, whilst TPCAST revealed that their own wireless solutions would be getting an upgrade in the first half of 2018 with the TPCAST Plus Adapter.

A day later on from the above and the we’re back with the latter for yet another announcement about wireless support, as TPCAST announces support for Windows Mixed Reality HMDs thanks to the Universal Wireless VR Module.

The Beijing based company has, despite a number of customer’s reported problems in ordering, already got products at various stages for both the HTC Vive and the Oculus Rift. Now however, TPCAST is expanding its support with the addition of Windows Mixed Reality as it continues with its goal of providing wireless support for all manufacturers of VR HMDs.  In the case of the multiple manufacturers of the Windows Mixed Reality line of headsets (which includes the likes of Acer, Dell, HP, Lenovo, and Gear VR manufacturer Samsung) TPCAST will be creating what it says will be a reference design for the VR module which it hopes will facilitate faster development and adoption. In turn increasing TPCAST’s influence in the wireless VR market.

It was recently revealed that despite a relatively short period since launch, Windows Mixed Reality headsets had begun to leave their mark on the statistics for Steam VR use and TPCAST are sure to hope such an adoption rate continues.

Creating such a reference model requires meeting a number of technical hurdles and goals, as TPCAST explained:

This cutting-edge wireless VR solution requires low latency transmission for 3K/4K high definition video in a speed of 90 frames per second. Additionally, Windows MR inside-out tracking, which sends video tracking data from the HMD to the PC, demands a high bit-rate wireless data transmission. The key technical hinder in designing a Windows MR wireless adapter is that a single wireless channel cannot simultaneously support both the high-definition video and the tracking data.”

Windows Mixed Reality Headsets Collection“TPCAST’s solution for Windows MR leverages 60GHz high speed channels and delivers the highest data bandwidth in the VR industry. Thus, the reference design will deliver ultra-low latency, and the best video quality. TPCAST’s platform is one simple plug-and-play, router-free, easy installation solution that supports both PC desktops and gaming laptops. The TPCAST wireless module does not require opening the desktop chassis, which significantly simplifies the installation process. The addition of the external RF antenna assures the module’s excellent wireless signal and transmission.”

“We are delighted that TPCAST introduces this powerful platform design in the field of Wireless VR.” Confirmed TPCAST’s CEO and founder Michael Liu, in a statement. “This platform possesses high video quality and low latency performance like the other TPCAST products, and will support the current Windows MR and other 3K/4K resolution HMDs.” “We are committed to the VR/AR market, and have developed wireless VR core technology to enable us to deliver a solid wireless VR solution to a Windows MR HMD.”

VRFocus will have more news from CES 2018 and from elsewhere around the immersive technology industry very soon.

 

 

 

 

 

 

The Virtual Arena: The Virtual Theme Park! (Part 1)

With the destination VR approach gathering momentum, the need to establish a profitable model exercises many developer’s minds. Out-of-home entertainment specialist Kevin Williams in his latest two-part column reflects on the influential facility concepts that are shaping development in the virtual reality (VR) scene – this first part looking at the original innovative concept that set the mould.

While some mourned, many may not have been aware of the closure this month of one of the most pivotal (and longest running) entertainment projects in the establishment of the immersive entertainment sector, called DisneyQuest. Even fewer aware of this VR attractions project, let alone why it was now a victim of the axe. But rather the end of a failed experiment, it’s termination comes at the very time where the concept behind the experiment finds fulfilment.

The concept in question is that of an indoor interactive theme park (also seen as a mini-theme park) using VR technology to bring immersion and high thrill levels to make a smaller regional faculty act as compelling as a theme park. DisneyQuest was part of a franchise concept that would have seen multiple facilities opened across the globe.

The first DisneyQuest was opened to much fanfare in 1998, though only a Chicago sister facility would ever follow and shortly close, (while land would be broken for an abandoned Philadelphia site). The aspiration of this approach to a location-based entertainment (LBE) concept would be abandoned but not forgotten. Though the indomitable Orlando DQ facility would go on to become the longest operational LBE franchise with a permanent VR attraction offering. (Aladdin’s Magic Carpet Ride the oldest running continuously.)

The concept of indoor interactive theme park was not originated by Disney however – but was derided from previous development that saw the Japanese amusement industry invest millions into the development of ATP – Amusement Theme Parks. Facilities opened in Japan that married the concept of a deluxe amusement venue, with specially developed interactive media attractions (called Hi-Entertainment machines). Most notable of these by the NAMCO Wonder Eggs facility (first opened in 1992) and the SEGA Joypolis (first opened in 1994) – these venues planned as chain stores than would offer a theme park in a box, with the digital interactive medium offering a repeatability revenue stream that traditional theme resorts achieve through and through.

 

Conceptual art of the type of Hi-Entertainment machines [Credit: Arcade Flyer Archive]

These ATP concepts attempted to apply for the first-time innovative new digital technology. Along with interactive game narrative, the display medium was revolutionized. SEGA’s Joypolis, one of the first to deploy an attraction that used VR technology. The ground-breaking  Head-Mounted Display (HMD) became the first of its kind to be used in a VR motion ride attraction; called the VR-1, and launched in 1994, the six-rider space themed attraction, gave a glimpse of the future of this technology.

 

The SEGA Mega Visor [Credit: Compute.info]
The SEGA VR-1 in action

Seeing the birth of this immersive entertainment, the Walt Disney Corporation looked to play its part in development of this sector. Initially under Michael Eisner’s chairmanship, Disney started high-level negotiations with then ATP leader SEGA, working towards a joint project to bring a version of the Joypolis concept to the West. But at the time, corporate differences between Japanese and California management styles ended in abandonment.

With the collapse of the SEGA negotiations, the two parties would split – SEGA would jump into a partnership with Universal and Dreamworks to create the failed GameWorks amusement chain, (that would inevitably be brought-out from bankruptcy by management). While for Walt Disney, the dream of indoor theme park projects continued, with the formation of Disney Regional Entertainment given the responsibility of operating several concepts that included DisneyQuest, with aspirations that over 20 locations would be placed at major conurbations for maximum foot traffic.

Borrowing heavily from the Japanese amusement trades ATP aspirations, Walt Disney Imagineers (the corporation’s world renown research and development operation) created a concept that comprised the latest digital entertainment platforms within a 90,000-sq.,ft., facility – the most advance undertaking of its kind and pointing to an investment in offering both regional and international entertainment experiences.

DisneyQuest, at its heart, embraced the interactive attraction experience narrative and comprise, for the time, ground breaking VR and immersive technology. Many of the ideas touched on by the original Japanese ATP’s refined for a Western audience. Incredibly ambitious and technically challenging, the multi-million Dollar budget was soon swallowed up in achieving the required “Disney” level entertainment.

One aspect of this innovation was the development of the DisneyVision VR platform, an impressive tethered HMD system, that allowed guests to navigate a virtual world. The VR system in DisneyQuest employed in two experiences (Aladdin’s Magic Carpet Ride and Ride the Comix), running on Silicon Graphics supercomputers. DQ also employed Augmented Reality attractions and immersive projection system – years’ before mainstream adoption.

Launched in 1998 at Downtown Disney Orlando, the imposing building ushered in a new age of immersive entertainment, and received critical success, but was a facility that proved a monster to kept fed and define. The temperamental technology cost much more than expected, and the need for a dedicated staff operation saw a poor return on the grandiose revenue expectations. Likewise, the new Disney Regional Entertainment found it difficult to understand what they had with DQ, or how best to promote it.

 

Exterior of the first DisneyQuest [Credit: Attractions Magazine]
Interior of the first DisneyQuest [Credit: Inside The Magic]

By the time of the planned second facility opening in Chicago, the writing was on the wall for this project, and Disney’s regional chain store aspirations were shelved. DisneyQuest Orlando however defined all the critiques and continued to generate revenue while offering a useful family entertainment in the area. Many times’ staving off closure as it offered a unique interactive entertainment medium in a location bereft of such amenities. However, nothing lasts forever, and at the beginning of July 2017, the venue was finally closed, most of its attractions (and the building itself) far beyond their intended operational life.

Just as DisneyQuest shutters its doors for the last time, (and the amusement machines are auctioned off) there are others that have learned from this failed experiment to develop what could be the successor to the original indoor theme park approach. With the launch of brand new projects from SEGA Joypolis and BANDAI NAMCO. The very manufacturers that fuelled the interest in this approach though their ATP development now driving the next phase of innovation.

The second part of this column lifts the lid on the brand-new developments that hope to raise the crown, and become the new successors to the VR infused indoor theme park throne.

Universal Is Researching AR And VR For Their Theme Park Rides

Universal Is Researching AR And VR For Their Theme Park Rides

Parks like Universal Studios and the Islands of Adventure are wonderful and exciting experiences, serving as gateways to a collection of fantasies. Various other parks are experimenting with immersive technology to bring more fun to their patrons and it looks like Universal is at least considering some changes.

Bizjournals spotted a new patent that shows Universal is looking at new ways to bring their theme parks to life. The images are labeled “systems and methods for generating augmented and virtual reality images” and there are a few specifics in the document to take note of:

Present embodiments relate to systems and methods of providing an augmented reality (AR) experience, a virtual reality (VR) experience, a mixed reality (e.g., a combination of AR and VR) experience, or a combination thereof, as part of an attraction, such as a thrill ride, in an amusement park or theme park. In certain embodiments, each ride passenger may be provided a pair of electronic goggles or eyeglasses to be worn during a cycle of the thrill ride. The electronic goggles may facilitate an AR experience, a VR experience, or a combination of both experiences. Thus, the electronic goggles may be referred to as AR/VR goggles.

Disney also recently spoke on adopting AR for their attractions as well, specifically going into detail on why augmented experiences are better for parks than VR. The Disney CEO’s logic centered on VR hiding the park from visitors while AR enhanced these carefully crafted attractions. Universal looks to be adopting both, though the existence of this patent doesn’t guarantee that they’ll move forward with one of these technologies.

Universal is on the brink of a massive expansion of their brand, recently breaking ground on their new Super Nintendo World in Universal Japan. If they decide to expand their experiences with VR/AR, their massive reach could be a powerful force in introducing average consumers to immersive technology. Let us know what you think down in the comments below!

Tagged with: , ,

MelodyVR Partner With Universal Music Group

Music content platform MelodyVR has announced a partnership with Universal Music Group to bring virtual reality music experiences featuring UMG’s catalogue of artists to the platform.

Following on from MelodyVR’s addition of the Warner Music Catalogue to the platform in December last year, MelodyVR will now be able to offer content featuring artists from Universal Music Group’s significant roster. The content platform app will enable users to watch 360-degree video of concerts and see exclusive behind-the-scenes content such as interviews and backstage footage.

MelodyVR

Anthony Matchett, CEO of MelodyVR, said: “We’re incredibly excited to announce our agreement with Universal Music and look forward to working with their acclaimed roster of artists to create even more amazing VR experiences. We’re proud to feature Universal Music artists on the MelodyVR platform and we can’t wait to show music fans across the globe what we’ve been creating together.”

Michael Nash, Executive Vice President, Digital Strategy at UMG, said: “At Universal Music, virtual reality is one of several exciting new arenas, enabled by the evolution of technology, which we are developing for our artists to create deeper connections with their fans. Given the depth of engagement possible with VR, many of our artists are interested in producing more of this content and we have a robust pipeline of projects coming soon. We’re excited to work with MelodyVR to make these incredible new experiences available on their platform.”

MelodyVR is currently in Beta and is seeking testers to try the early version of the app and report feedback. You can sign up at the official MelodyVR website.

VRFocus will bring you further information on MelodyVR and related apps when it comes in.